I've got a bit of a problem with the way unity does lightmap baking. I tried making a test scene with 4 different planes just to figure out how it works.
All the planes except Plane04 has the same scale in the lightmapper, because of the way it automatically unwraps imported assets. Which I find a bit weird, Plane03 should in my mind work the same as Plane04, since nothing is attached to each other.
But okay, I now know that it doesn't, but if I use Plane04 and proceed to bake a lightmap, I get pretty obvious seams.:
I have quite a few large surfaces, and if I don't find a proper solution, the only fix I can think of is manually editing the finished light maps once baked.
Any possible work around to this problem?